Matt Hawk, known as the Two-Gun Kid, was one of the bravest and best-known gunfighters of the Old West. He’s also the most well-traveled—at least chronologically. After an encounter with some time-traveling Avengers, Two-Gun Kid came along for the ride when the costumed heroes returned to the present.
He and Hawkeye hit it off. For a time, the two traveled around the country together. What is not well-known until now is that the two buddies had a bizarre series of adventures during their journey.
This campaign follows Clint and Matt as they stumble into one dangerous situation after another. One player will be using Two-Gun Kid, Hawkeye and an ever-changing cast of guest stars. The other player will be using the various bad guys they battle. Henceforth, the two players will be referred to as the Hero and the Villain respectively.
MAPS: Each scenario requires a specific map. If a particular map is not available, the players should be able to agree on a reasonable substitute. Roll dice to resolve any disputes.
TEAMS: The Hero uses the Two-Gun Kid figure from the Avengers set. He picks any one version of Hawkeye to use throughout the campaign. He draws other figures for his campaign from the specific guest stars or teams allowed in each campaign.
The figures available to the Villain are also detailed in the individual scenarios.
Remember, you may not use duplicates of non-generics.
TEAM SIZE: All teams will be 400 points
SCENARIO LENGTH: All scenarios will last 10 rounds.
FEAT CARDS: Neither player may use ICWO or Lazarus Pit. Otherwise, Feat cards may be assigned freely in each scenario.
BFC Cards: Some scenarios may specify a BFC card. Otherwise, they are not used.
FINAL VICTORY: Keep a running total of victory points throughout the campaign. After all four scenarios are played out, the high scorer wins.
SCENARIO ORDER: The scenarios are numbered for convenience, but don’t have to be played in order. At the beginning of the campaign, the two players roll dice. High roller picks the first scenario to be played, then the players alternate picking the scenarios until all have been played.
SCENARIO #1: The Menace of Magneto
Not long after leaving Avengers Mansion, Matt and Clint run across a plot by Magneto break some of his fellow evil mutants out of the Vault. The heroes are able to contact the X-Men for reinforcements.
TEAMS: The Hero uses Hawkeye, T-G Kid and any figures with the X-Men key word. He may also use any number of Guardsmen.
The Villain uses any version of Magneto and any other figures with the Brotherhood keyword. (Exception: Historically, Scarlet Witch and Quicksilver were good guys by this time, so no Brotherhood version of those two may be used.)
MAP: Use the Prison map.
SET-UP: Roll for first player and set up normally.
BFC: Magneto’s assault on the prison has started several fires. The Inferno BFC card is in effect.
SCENARIO #2: ALIEN SHOWDOWN
Clint and Matt are camping out when an invading alien force lands nearby. This time, the quickest help they can recruit is the Defenders.
TEAMS: The Hero gets any figure with the Defenders keyword as an ally this time.
The Villain gets any number of either Skrull or Kree generics. If he picks the Skrulls, he may also use Super-Skrull. If he picks the Kree, he may also use Ronan the Accuser. At least 150 points of his force must Skrull or Kree-based.
In addition, the invading aliens have made a deal with some Earth Villains, offering them power if they aid them. The Villain may also use any number of figures with the Masters of Evil or Serpent Society TA. He may keep his force entirely Skrull or Kree-based if he chooses.
MAP: Use the Park map that came with the Marvel Premiere set.
SET-UP: Roll for first player and set up normally.
SPECIAL: After normal set-up but before play begins, the Villain places one extra object on the board. This must be placed at least four rows away from his start area.
A Special marker is placed underneath this object, designating its special status. This is a device being used by the aliens that will cancel out all superpowers on the planet (They and their human allies have had neutralizing chips implanted in their skulls that keep them immune from this.)
The object has a defense of 20 and is destroyed only if at least 3 points of damage is done to it in a single attack.
If this object is not destroyed at the end of the scenario, it activates. The Villain gets 100 bonus victory points. Reed Richards later steps in and figures out a way to neutralize the device, but Clint and Matt still look bad.
If the object is destroyed, the Hero gets the bonus points.
SCENARIO #3: Bank Job
Clint and Matt happen by an attempt by some super baddies to rob a bank. Other heroes happen by to join in the fight.
TEAMS: The Hero may use any one version each of the following Heroes as allies: Spider Man, Black Cat, Daredevil, Firestar, Iron Fist, Power Man, Marvel Boy/Justice, Shang Chi, Paladin, Night Thrasher, Black Panther, Falcon, Machine Man. He may also use any number of Gotham Police borrowed from DC. These represent New York’s finest.
The Villain may use any figure with the Sinister Syndicate keyword. He may also use any number of Checkmate Agents to represent high-tech mercenaries in body armor.
MAP: Use the bank map that came with the Justice League expansion.
SET-UP: Roll for first player and set up normally.
SCENARIO #4: FANTASTIC FORCES
Clint and Matt wander into a fight already in progress between the Fantastic Four and a hodge-podge of their villains.
TEAMS: Clint’s and Matt’s allies this time are any figures with the Fantastic Four keyword.
The Villain may use any one version each of the following figures: Doctor Doom, Mad Thinker, Awesome Android, Diablo, Dragon Man, Mole Man, Wizard, Sandman, Trapster, Hydro Man, Puppet Master, Red Ghost, the Super Apes. If he uses Doom, he may use any number of Doombots. If he uses Mole Man, he may use any number of Moloids.
MAP: First player may pick any available map except the Space map.
SET-UP: Roll for first player. Hawkeye and Two-Gun kid are not placed in the Hero’s starting area until the beginning of the second round. They are not immune to attack that round.
BFC: One of Mole Man’s subterranean monsters is tunneling underneath the area, destabilizing it. The Earthquake BFC card is in effect.
“BOY-O-BOY, HAWKEYE---YOU ALL LIVE IN A VERY STRANGE CENTURY”: After all four scenarios are played, total all victory points. If the Hero is ahead, then Clint and Matt end up having a pretty good time. If the Villain wins, then poor Two-Gun Kid’s sojourn into the present is a dismal failure and he runs for the nearest time machine to head on home.
Game For Heroes
17 hours ago
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